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lucidia-metaverse/node_modules/three/examples/jsm/shaders/RGBShiftShader.js
Alexa Louise 47cf47f624 Initial commit: Lucidia Metaverse
Complete 3D metaverse platform with:
- Three.js 3D rendering
- Cannon.js physics engine
- Pointer lock controls
- Procedural cityscape
- Floating islands
- Portal system
- Particle effects
- WebXR/VR support ready
- Multiplayer ready (Socket.io)

Features:
- First-person controls (WASD + mouse)
- Jump and run mechanics
- Chat system
- Real-time HUD
- Loading screen
- Responsive design

Built with Vite for fast builds and hot reload.

🤖 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-22 19:02:56 -06:00

55 lines
1.1 KiB
JavaScript

/**
* RGB Shift Shader
* Shifts red and blue channels from center in opposite directions
* Ported from https://web.archive.org/web/20090820185047/http://kriss.cx/tom/2009/05/rgb-shift/
* by Tom Butterworth / https://web.archive.org/web/20090810054752/http://kriss.cx/tom/
*
* amount: shift distance (1 is width of input)
* angle: shift angle in radians
*/
const RGBShiftShader = {
name: 'RGBShiftShader',
uniforms: {
'tDiffuse': { value: null },
'amount': { value: 0.005 },
'angle': { value: 0.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform sampler2D tDiffuse;
uniform float amount;
uniform float angle;
varying vec2 vUv;
void main() {
vec2 offset = amount * vec2( cos(angle), sin(angle));
vec4 cr = texture2D(tDiffuse, vUv + offset);
vec4 cga = texture2D(tDiffuse, vUv);
vec4 cb = texture2D(tDiffuse, vUv - offset);
gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
}`
};
export { RGBShiftShader };